Hydromancerx
C2C Modder
Ok thanks for clearing that up.
I love how you're dating everything here Vokarya. Makes me think we might want to display that milestone and its date somewhere in the new tech popups. Something to say straightforward what event we've based the achievement of the tech on. Cool stuff man!
@Vokarya
I have been piloting out where units sit on the tree (see here) and I noticed something since you remade the Industrial Era. There use to be a bigger gap between the Police Squad and the Police Car. Now they sit with ...
Police Squad
Req Tech: Criminology (X60 Y3)
Strength: 30
Police Car
Req Tech: Motorized Transportation (X61 Y15) AND Radio (X61 Y11)
Strength: 40
Motorized Transportation use to be father apart at the end of the Industrial Era. What should I do to spread them apart? I am also unsure if Criminology flows through Radio and/or Motorized Transportation anymore.
In fact that's one of the other issues. You helped reduce many redundancys before but then when you move the techs they might not be redundant anymore and thus not list a tech requirement they should have, but don't because it was redundant to list it before.
@Vokarya
I tracked down what I thought was a un-redundacy. The Police Station made it so you have to have Criminology researched if you want to make the Police Car.
Also I don't want to move the Police Squad earlier because it needs the Police Station. Plus on the tree its the Police Car that is Over powered for that era. So I think that moving it back would be a better idea. Somewhere halfway between the Police Squad (X60) and Police ACP (X73).
Some possible techs Armored Vehicles (X65), Automatic Weapons (X65), Plastics (X65), Guerrilla Warfare (X66) or Electronics (X68). Which one do you think would fit?
The primary sticking point is the placement of Advanced Environmental Systems, which is the prerequisite tech for Lunar Colonization. Currently, AES has prerequisites of Orbital Flight + Space Stations, which places it nearly towards the end of the Transhuman (level 13 out of 14 - the Transhuman Era, along with the Prehistoric and Galactic Eras, have more total levels and generally fewer techs per level than the basic BTS Eras). If we leave AES where it is, that's going to leave the Lunar techs pretty much hanging on their own in the space where the rest of the Transhuman techs end and the Galactics begin.
What I was thinking is to move Advanced Environmental Systems to Commercial Spaceflight + Marine Architecture. This is about 1/3rd of the way through the Transhuman Era. (The column designations are getting yanked around right now; Modern Era now runs up to X82).
At that point, I can pull Lunar Colonization back into the middle of the Transhuman Era, or I can pick another prerequisite for Lunar Colonization that would put it pretty much anywhere in the era.
Let me know what you think would work best.
@Vokarya
Advanced Environmental Systems
This is basically all the scifi style airlocks and artificial atmosphere you see in space movies. Which is why the Orbital Factory and Zero G Sports Arena are there. They are taking modern tech and placing it in space. Note that these systems are much better than the old Space Station style systems. In short its stuff we don't quite know how to do yet but would if we had more experience in space.
Orbital Flight and Space Stations are obvious requirements because you need to take the stuff you learned from space stations a long with the transportation of Orbital Flight.
Hmm. I like the idea of Commercial Spaceflight instead of Orbital Flight and I assume Space Stations just makes it redundant. I don't think you need Marine Architecture. But it probably would not hurt to know that kind of thing.
I will take a closer look at this soon. I suspect that since Commercial Spaceflight is new and it was not accounted for with the existing Space Tourism tech. In fact I am not sure what the different between the two techs are.
@Vokarya
How about this ...
Advanced Environmental Systems
Req Techs: Commercial Space Flight
Location: X83 Y3
Notes: No need for Marine Architecture requirement.
Marine Architecture
Req Techs: Advanced Environmental Systems AND Genesis Biology AND Unmanned Naval Vehicles
Notes: I flipped it around where this tech needs Advanced Environmental Systems. See?
Lunar Colonization
Req Techs: Advanced Environmental Systems
Location: X84 Y3
Notes: New location and removed redundant techs.
Lunar Tourism
Req Techs: Lunar Colonization
Location: X85 Y3
Notes: New location and removed redundant techs.
Lunar Manufacturing
Req Techs: Lunar Colonization AND Powered Exoskeleton
Location: X85 Y7
Notes: Same requirements but new location.
Lunar Megastructures
Req Techs: Lunar Tourism AND Lunar Manufacturing AND Orbital Megastructures
Location: X99 Y1
Notes: Same requirements just moved over.
Lunar Trade
Req Techs: Planetary Economics AND Solar Propulsion AND Mass Driver AND Orbital Flight
Notes: Added back in the loop Orbital Flight. The location depends upon the othe techs. Somewhere in the Galactic Era.
So what do you think? I think I accounted for all the loose ends of techs.
Geez, you really moved a "few" techs back, it seem like it is "finally" coming together like (in lack of a better term) RL. I personally would like to Thank Youand everyone for helping out on this "much needed" era, now the struggle begins.
![]()
I'd rather keep Marine Architecture on the prerequisites for Advanced Environmental Systems. I think the Marine work is less difficult than long-term space life, so you would get that first.
Anything Megastructures needs to stay Galactic. I think that is the appropriate era for something of that magnitude. I deliberately left it out; it's really not part of the discussion.
Asteroid Mining is a new tech. It requires Asteroid Belt Probes + Controlled Plasma + Powered Exoskeleton.
Mass Driver requires Asteroid Mining + Railgun (change Asteroid Extraction to Asteroid Mining).
Solar Propulsion requires Asteroid Mining + Lunar Tourism (change Asteroid Extraction to Asteroid Mining)
Species Uplifting
Lunar Trade can add Orbital Flight: Mass Driver + Orbital Flight + Planetary Economics + Solar Propulsion.
I also want to, if possible, stop up what I call "backdoor" techs into a new era, where you can skip too many of the techs that are late in one era before you start the next. It's like what I did with Civil Service; the original requirements were too easy to reach during the Classical Era, so I created some new requirements that would force you to wait longer before you could get CS and thereby start the Medieval Era. I haven't done much analysis with the Galactic Era ever since we cleaned up the Transhuman Era and I wasn't sure what was happening next.
Asteroid Extraction would have a building (Orbital, of course) for taking apart asteroids. It would basically offer a very large hammer bonus, but it would be a consistent bonus.
<TechInfo>
<Type>TECH_DRUIDISM</Type>
<Description>TXT_KEY_TECH_DRUIDISM</Description>
<Civilopedia>TXT_KEY_RELIGION_DRUIDISM_PEDIA</Civilopedia>
<TechInfo>
<Type>TECH_DRUIDISM</Type>
<Description>TXT_KEY_TECH_DRUIDISM</Description>
<AndDependencyTypes>
<DependencyType>RELIGION_DRUID</DependencyType>
</AndDependencyTypes>
<Civilopedia>TXT_KEY_RELIGION_DRUIDISM_PEDIA</Civilopedia>